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Family & Social Life

Donations to the Museum have preserved irreplaceable evidence about generations of ordinary Americans. Objects from the Copp household of Stonington, Connecticut, include many items used by a single family from 1740 to 1850. Other donations have brought treasured family artifacts from jewelry to prom gowns. These gifts and many others are all part of the Museum's family and social life collections.

Children's books and Sunday school lessons, tea sets and family portraits also mark the connections between members of a family and between families and the larger society. Prints, advertisements, and artifacts offer nostalgic or idealized images of family life and society in times past. And the collections include a few modern conveniences that have had profound effects on American families and social life, such as televisions, video games, and personal computers.

These oddly cut index cards are actually programs for the very first video games.

These program cards were used with the “Brown Box,” prototype for the first multiplayer, multiprogram video game system. Users of the "Brown Box" could play a variety of games by flipping the switches along the front of the unit. The games included ping-pong, checkers, four different sports games, target shooting with the use of a lightgun and a golf putting game which required the use of a special attachment.

To play these games, the user placed one of these program cards between the two sets of switches on the "Brown Box" (as you can see in the picture). The dots on the card indicated in which position the switches should be set. Magnavox licensed the "Brown Box" and released the system as the Magnavox Odyssey in 1972, with the switch system replaced by a plug-in game slot and plastic program cards.

This toy gun proves that target-shooting games were part of video game history from the very beginning.

This lightgun was used to play the Target Practice game on the “Brown Box,” a prototype for the first multiplayer, multiprogram video game system. Magnavox licensed the Brown Box and released the system as the Magnavox Odyssey in 1972. The lightgun and four target games were later sold as a separate expansion package.

What do you do after you invent the video game? Try to make it better!

While preparing their video game system prototype, the “Brown Box” to be presented to potential investors, Ralph Baer and his colleague Bill Harrison created TV Game Unit #8. They wanted to demonstrate a more advanced technology that would allow the user’s paddle to determine, in the direction and speed of the game ball, when the two would collide. This would allow for games such as baseball and more realistic hockey game play.

This TV Game Unit #8 interfaced with the "Brown Box," but proved too expensive to pursue in these early stages. Since it was not going to be shown to investors just yet, it was never covered with brown wood grain self-adhesive vinyl to match the "Brown Box." A few years later, this technology was key when Baer and his colleagues started to design and build arcade games.

When most people think about the first video game, they think of Pong, the ping-pong arcade game released by Atari in 1972. However, months earlier, Magnavox had released its Magnavox Odyssey, a home video game system based on the “Brown Box,” a prototype invented by Ralph Baer. Additional games and accessories, like a lightgun, were sold in separate packages.

Since the Odyssey had limited graphic capabilities and displayed only a few small white blocks and a vertical line on the screen, Magnavox included translucent color overlays to provide settings and layouts for the games. Perhaps most surprising to modern gamers, the Odyssey also came with nonelectronic game accessories such as dice, decks of cards, play money, and poker chips. These accessories were possibly included to make the Odyssey more like the physical games that existed at the time.

With less than 200,000 units sold, Magnavox Odyssey was not considered a commercial success, especially in comparison with Pong’s runaway popularity. Among the contributing factors, poor marketing played a large role. Many potential consumers were under the impression—sometimes encouraged by Magnavox salesmen—that Odyssey would only work on Magnavox television sets. Despite these setbacks, Magnavox Odyssey made its mark by starting the video game console industry.

Inventor Ralph Baer is best known for developing the first video game system, but he has accomplished far more. In 1975, Baer started an independent consulting business and began to work in association with Marvin Glass & Associates in Chicago, the toy design firm responsible for some of the most successful American toys of the 20th century. Baer’s job was to develop electronic toys and games. The best-known result of this partnership was Simon.

Named for the children’s game of “Simon Says,” the game was inspired by an Atari arcade game called Follow-Me. Baer and Howard Morrison, a partner at Marvin Glass, first saw Follow-Me at a trade show in 1976. Both agreed that while the execution of the arcade game was horrible, the game itself—trying to repeat a musical sequence the machine created—was worthy of exploration. The two set about creating a hand-held game around the same concept.

Like Follow-Me, Simon had four different colored buttons. Each button played a unique note. Players had to be able to repeat an increasingly long string of tones that Simon created. If you got the order wrong, you lost. Baer was aware that choosing Simon’s four tones was a critical decision. He and Morrison both felt that one of Follow-Me’s main failings was that its sounds were unpleasant.

But how to choose four notes that could be played in any sequence and not hurt the ears? Baer found the answer while looking through his children’s Compton Encyclopedia. He discovered that the bugle can only plays four notes. So, Simon would play those same four bugle notes.

Simon was released by Milton-Bradley in 1978 with much fanfare, including a midnight release party at Studio 54, the elite disco in New York City. An instance success, the game reached its peak during the 1980s and continued to sell for decades thereafter.

Baer was very careful to document in his patent application that Simon was based on Atari’s Touch-Me, given his past history with the company. Years earlier, Atari was sued for patent rights infringement. At the center of the controversy were the video game prototypes invented by Ralph Baer. With Simon, Baer found himself on the other side of the story. His patent was to protect his innovations, rather than an original game idea.

Ralph Baer is best known for developing the first video games, but he has accomplished more than that.

In 1975, Baer, an engineer and inventor, started an independent consulting business and began to work in association with Marvin Glass & Associates in Chicago, the toy design firm responsible for some of the most successful American toys of the 20th century. Baer’s job was to develop electronic toys and games. The best-known result of this partnership was Simon.

In light of Simon’s success, Baer was asked by Marvin Glass to create another electronic game that was similar in nature. The result was Maniac, which was released by Ideal Toy Company in 1979. It was a multiple-player, sound-based game that required quick reflexes and the ability to identify and recall tonal sequences (rather than merely repeating them as they had with Simon). In an oral history interview (audio copies available in the National Museum of American History’s Archives Center), Baer admitted that the game was “really hard to play. You have to want to play games to want to play Maniac.” This could be the reason that Maniac never matched the popularity of Simon.

This strange-looking contraption was actually used to play an early video game.

To play the golf game on the “Brown Box,” a prototype for the first multiplayer, multiprogram video game system, Baer and his colleagues mounted a golf ball on a joystick handle. This allowed the player to use a real golf club to practice his or her putting skills. Magnavox licensed the "Brown Box" and released the system as the Magnavox Odyssey in 1972. Though it was never produced commercially, the golf accessory was covered with brown wood-grain, self-adhesive vinyl so that it would match the "Brown Box."

In 1967, Ralph Baer and his colleagues at Sanders Associates, Inc. developed a prototype for the first multiplayer, multiprogram video game system. Since Sanders hoped to license the technology for a commercial venture, Baer understood that the games had to be fun or investors and consumers would not be interested. In an oral history interview (copies available in the Archives Center at the National Museum of American History), Ralph Baer recalled, “The minute we played ping-pong, we knew we had a product. Before that we weren’t too sure.”

Originally called TV Game Unit #7, much like the "Pump Unit" before it, it became far better known by its nickname, “The Brown Box.” The name comes from the brown wood-grain, self-adhesive vinyl used to make the prototype look more attractive to potential investors. The "Brown Box," though only a prototype, had basic features that most video games consoles still have today: two controls and a multigame program system.

The "Brown Box" could be programmed to play a variety of games by flipping the switches along the front of the unit, as can be seen in the picture. Program cards were used to show which switches needed to be set for specific games. "Brown Box" games included ping-pong, checkers, four different sports games, target shooting with the use of a lightgun and a golf putting game, which required the use of a special attachment. Sanders licensed the "Brown Box" to Magnavox, which released the system as the Magnavox Odyssey in 1972.

The Apple Macintosh introduced a graphic user interface (GUI) to the Apple line of computers. The idea had originated at Xerox's Palo Alto Research Center in the 1970s, but Xerox was slow to commercialize it. Apple proved far more successful when it introduced the Macintosh in January 1984, with a splashy television advertisement during the Superbowl. The original price was around $2,500.

Instead of typing out names of programs on command lines, users with a GUI could click "icons," or pictures that represented the programs they wanted to run. They could also execute functions like saving, moving, or deleting files by clicking and dragging the icons around the screen with a pointing device called a mouse. Apple's version of the mouse had a single button, which became an Apple standard. The first Macintosh had only 128K RAM, and users quickly found this insufficient. The Macintosh 512 KB, nicknamed "Fat Mac," was introduced in September 1984. It gave users four times as much memory, and allowed them to keep several major programs open simultaneously. The vertical processor case and 9" monochrome screen were distinguishing features of all the early Macintosh line.

The Macintosh 512 KB contained a Motorola 68000 microprocessor which ran at 8 MHz. It contained 512 KB of RAM and 64 KB of ROM and initially had a 400 KB Floppy disk drive. Applications included MacWrite, a word processor, and MacPaint, a drawing program that turned the mouse into a paintbrush. Shortly after the 512 KB appeared, Apple also introduced a LaserWriter printer, which enabled desktop publishing for individuals and small businesses. Over time, Apple computers would appeal most strongly to artists and designers, while the IBM/DOS line of computers sold better in business markets.

After selling hundreds of thousands of units, Apple discontinued the "Mac Classic" line of computers in April 1986.

Phonograph record is Bustin' Loose Part 1 by Chuck Brown and the Soul Searchers. It is housed in an album cover that is worn and torn with masking tape holding it together. The cover is blue with a red circle design in the left corner and is autographed by DJ Grandmaster Flash. The phonograph record is marked with an arrow and is scratched in a circular pattern on one part of the record. This record was used by Grandmaster Flash to make the unique rap sound of "scratching" on a turntable.